UVAnimations – Arma 3
(Redirected from UVAnimations)
Jump to navigation
Jump to search
UV animations, in contrast to regular animations, are not part of model.cfg but main vehicle configuration.
Their usage is pretty similar to typical animation created in model.cfg (see Model Config) but there are few differences:
- translation, rotation & scale is supported
- animate & animationPhase are not supported by this tech - use animateSource & animationSourcePhase instead
- it is using sections instead of bones
- UV animations can be stacked - animating same section by multiple animations will result in multiplication of matrices
- order of UV animation matters in case single section is animated by multiple animations
Configuration
class CfgVehicles
{
class TestVehicle
{
// UV animations are defined in vehicle config & they are not baked to p3d in contrast to regular animations
class UVAnimations
{
// You can name it whatever you like since it is not working with animationPhase or animate command
class TestAnimation_01
{
type = translation;
// name of source, either custom one, defined in AnimationSources class or regular model.cfg source
// It can be animated with animateSource & value can be retrieved via animationSourcePhase
source = Test_Source;
// section name from model.cfg sections[] array
section = camo1;
minValue = 0;
maxValue = 1;
// Transformation of UV coordinates
offset0[] = { 0, 0 };
offset1[] = { 0, 1 };
};
// Example animation using gmeter sources
class TestAnimation_02
{
type = translation;
source = gmeter;
sourceAddress = loop;
section = camo2;
minValue = 0;
maxValue = 1;
offset0[] = { 0, 0 };
offset1[] = { 1, 0 };
};
// Example rotation animation
class TestAnimation_03
{
type = rotate;
source = Test_Source;
section = camo2;
minValue = 0;
maxValue = 1;
// [x, y] - coordinates defining center of rotation
center[] = { 0.5, 0.5 };
// angles are in radians just like in model.cfg
angle0 = 0;
angle1 = rad 30; // rotate by 30 degrees
};
// Example scale
class TestAnimation_04
{
type = scale;
source = Test_Source2;
section = camo2;
minValue = 0;
maxValue = 1;
// [x, y] - coordinates defining center of rotation
center[] = { 0.5, 0.5 };
// 1 means that there will be no change to the UV
scale0[] = { 1, 1 };
scale1[] = { 2, 2 }; // make UV map twice as large
};
};
class AnimationSources
{
class Test_Source
{
source = user;
initPhase = 1;
animPeriod = 0.3;
};
class Test_Source2 : Test_Source { };
};
};
};
Example
In the following example you can see how the Kart's chain animation was done. UV animation is synced with right rear wheel via animation sources creation tech which was introduced with Arma 3 Jets' PhysX suspension. It is possible to get damper values too this way.
config.cpp
class CfgVehicles
{
class Kart_01_Base_F : Car_F
{
class AnimationSources : AnimationSources
{
class Wheel_2_2_source
{
source = wheel;
wheel = RR;
};
};
class UVAnimations
{
class Chain
{
type = translation;
source = Wheel_2_2_source;
sourceAddress = loop;
section = Chain;
minValue = 0;
maxValue = 1;
offset0[] = { 0, 0 };
offset1[] = { -1, 0 };
};
};
};
};
Model Config
Note the "chain" section!
class CfgModels
{
class Vehicle;
class Car : Vehicle
{
class Animations{ };
};
class Kart_01_F : Car
{
sections[] =
{
"camo", "camo2",
"zbytek",
"Number_a", "Number_b",
"wheel_1_1_hide", "wheel_1_2_hide", "wheel_2_1_hide", "wheel_2_2_hide",
"chain"
// here
};
class Animations : Animations
{
// Example of custom animation source using it
class wheel_shaft_2
{
type = rotation;
source = wheel_2_2_source;
sourceAddress = loop;
selection = wheel_shaft_2;
axis = wheel_shaft_2_axis;
minValue = 0;
maxValue = 1;
angle0 = (rad -0);
angle1 = (rad +360);
};
};
};
};
Scripting